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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 937 Location: Phiadelphia, PA
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kenred2 wrote:Xeonaught wrote:to anyone who thinks i am a muppet, i apologize for questioning something that A: i dont understand and B: makes no logical sense. oh well if its the rules. and how can someone have the utmost patience wth me. it wasnt a math lesson more of a debate Look at it this way in a broad spectrum... when Lumiya attacks GML, 2 or 3 squares away with Melee Reach, even though the characters are not technically adjacent to each other, her ability treats "When attacking, this character treats enemies up to 3 squares away as adjacent." And because Djem So ability dictates that "Whenever this character is hit by a melee attack..." he would be able to respond an attack from Lumiya since it is treated as adjacent ONLY when she attacks. Djem So can respond and immediately attack back to a Melee Reach character because during her turn to attack, it is treated as adjacent (also the fact that when AoO happens, melee reach will always be in effect and will be treated as adjacent whenever Lumiya attacks)... stated in the Glossary/Special Abilities in the rulebook and the card itself. However on the side note, during AoO with Lumiya, when an enemy character moves out of range from her melee reach (about 3 squares away from Lumiya, and an enemy character is about to move out from the 3 squares)... Lumiya will not get an AoO because that character is not adjacent to begin with. Makes sense? Hopefully..... Makes sense completely actually, Very well explained.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2009 Posts: 70 Location: Minnesota
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kenred2 wrote:However on the side note, during AoO with Lumiya, when an enemy character moves out of range from her melee reach (about 3 squares away from Lumiya, and an enemy character is about to move out from the 3 squares)... Lumiya will not get an AoO because that character is not adjacent to begin with.
Makes sense? Hopefully..... I had not realized this before, and appreciate the clarification. (I don't know where I got the idea that her AoO range was 3, and I don't think it's ever come up in a game, but I had a misunderstanding about it that I'm glad to have clarified.) Thanks, ken.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 370 Location: wellington
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But if say a kel dor bounty hunter was to explode 3 squares away yjat wouldnt damage lumiya unless it was her attacking turn. so she kills it
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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Xeonaught wrote:But if say a kel dor bounty hunter was to explode 3 squares away yjat wouldnt damage lumiya unless it was her attacking turn. so she kills it That has been explained in the Glossary in bloomilk and the CW rulebook for Melee Reach 2 and/or 3: "....This character can be affected by enemy special abilities or Force powers that specify adjacent characters and interrupt this attack, such as Self-Destruct."
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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On the side notes, I don't know if I am correct about this, but let me know otherwise (it gets kind of confusing)...
If 2 characters are adjacent to Lumiya and Kel-Dor is 3 squares away, Lumiya then defeats the Kel-Dor with Melee Reach 3, what would happen to the characters that are adjacent to her? I believe that the 2 characters adjacent from Lumiya would be unaffected because they were not technically adjacent to Kel-Dor in the first place... only Lumiya's melee reach is treated as adjacent to Kel-Dor.
Now another part that get's tricky... if GML and 2 characters were adjacent. Lumiya attacks and GML then Djem So'ed against Lumiya 3 squares away, thus defeating her, the characters adjacent to GML will be affected because during the duration of Lumiya's attack, it is treated adjacent for all purposes....and because as Lumiya attacks, and Djem So responded on that attack... the 2 character's adjacent to GML will be affected by her Self-destruct 40 since Lumiya's attack is treated adjacent.
Now if there are interactions between Melee reach vs Melee reach characters, such as Wookiee Elite Warrior(WEW) vs Lumiya... WEW is 2 squares away from Lumiya and 2 characters are adjacent to WEW. If WEW attacks and defeats Lumiya, WEW will be affected by her Self-Destruct 40, but the 2 adjacent characters will not be affected because they are not adjacent to Lumiya to begin with. Only when Lumiya attacks is when her ability can Self-Destruct within her melee reach.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 812 Location: Parkville, MD
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All characters within 3 squares of Lumiya are considered adjacent for all purposes. So, if Lumiya is within 3 squares of the characters adjacent to GMLS, then they would be affected. Everything else seems to be right as far as I know.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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kenred2 wrote:On the side notes, I don't know if I am correct about this, but let me know otherwise (it gets kind of confusing)...
If 2 characters are adjacent to Lumiya and Kel-Dor is 3 squares away, Lumiya then defeats the Kel-Dor with Melee Reach 3, what would happen to the characters that are adjacent to her? I believe that the 2 characters adjacent from Lumiya would be unaffected because they were not technically adjacent to Kel-Dor in the first place... only Lumiya's melee reach is treated as adjacent to Kel-Dor. They would not be affected by the Kel Dor's SD. While Lumiya may be adjacent to the Kel Dor, those adjacent to her are not. Quote:Now another part that get's tricky... if GML and 2 characters were adjacent. Lumiya attacks and GML then Djem So'ed against Lumiya 3 squares away, thus defeating her, the characters adjacent to GML will be affected because during the duration of Lumiya's attack, it is treated adjacent for all purposes....and because as Lumiya attacks, and Djem So responded on that attack... the 2 character's adjacent to GML will be affected by her Self-destruct 40 since Lumiya's attack is treated adjacent. They are only affected if they are within 3 of Lumiya, since MR only makes them adjacent to Lumiya. Quote:Now if there are interactions between Melee reach vs Melee reach characters, such as Wookiee Elite Warrior(WEW) vs Lumiya... WEW is 2 squares away from Lumiya and 2 characters are adjacent to WEW. If WEW attacks and defeats Lumiya, WEW will be affected by her Self-Destruct 40, but the 2 adjacent characters will not be affected because they are not adjacent to Lumiya to begin with. Only when Lumiya attacks is when her ability can Self-Destruct within her melee reach. Correct.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/13/2009 Posts: 401
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Xeonaught wrote:What ever it does not make any sense oh well There's a lot of stuff that doesn't "make sense" with "reality". Unfortunately this is one of those things that we just have to accept. I can't remember the other silly stuff I've noticed that didn't seem to make sense, but there were several things that left me scratching my head like, "huh? wha?". I would've(and probably have) thought how you did Xeonaught, but the glossary does clarify the standing rule. In a casual game maybe you could have a house rule, but in DCI tournies they of course follow the glossary...
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Rank: Uggernaught Groups: Member
Joined: 1/25/2011 Posts: 34
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This is why we have to take what is printed on the card or in the glossary literally. I can see the common sense behind what Xeonaught is saying because of how that type of weapon works but the text just doesn't leave room for common sense. We can all see where if someone with a whip smacked the crap out of someone with a sword from 8 feet away (assuming no one moved) couldn't be hit with the sword (barring it being thrown) no matter how much they swung it. For characters that used melee attacks that could reach further than adjacent character it should have been worded differently. Instead of "treats enemies up to 3 squares away as adjacent" something more like "melee attack range of 3" or whatever. These are the kind of things though that the tournament rule stampers should adjust or you can have your own "house rules" within your gaming groups on things such as this and other rules that don't seem to fit into the realm of common sense. If you did do this though you would have to make sure that you made some kind of "group amended rules" in hard copy form so that everyone would know the changes and to give new members a heads up.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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Xeo, it makes perfect sense. You are just real-world-ing it too much. Next time I see you, we can sort it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/5/2009 Posts: 190
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cmears wrote:We can all see where if someone with a whip smacked the crap out of someone with a sword from 8 feet away (assuming no one moved) couldn't be hit with the sword (barring it being thrown) no matter how much they swung it. There were a few issues with this particular ability. Originally, it worked much differently. If you're confused by the current method, the old way would have put you in the looney bin. And the second thing is that most of the early characters with Melee Reach were the monsters that are sticking a claw or whatever out to get you, and if they can reach you with their claw, you can reach something that can be equally "hurt". And then there's the idea that damage is an abstraction. Han Solo can't literally be hit by 8 stormtrooper blaster shots and be okay. So things like fatigue and morale are factored in. So Riposte is also an abstraction that doesn't mean the character necessarily needs to be reached. Perhaps their fighting style is just making it more difficult than usual and that manifests as "damage" in some sense in the cases where the direct physical bit doesn't work as well. Put that all together, and when we realized that the old Melee Reach rules just were not working, and we wanted a simple alternative, the "everything adjacent" was the least objectionable interpretation that still fit with what is written on the cards. SWM History Class dismissed.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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Probably the most epic thread resurrect I have ever seen!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 370 Location: wellington
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wannabe mexican wrote:Probably the most epic thread resurrect I have ever seen! lol agreed, i was reading back at what i was sayig and totaly face palm'd as to how young and foolish i was haha oh youth. na it makes sense now, thanks guys.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/20/2010 Posts: 109
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NickName wrote:cmears wrote:We can all see where if someone with a whip smacked the crap out of someone with a sword from 8 feet away (assuming no one moved) couldn't be hit with the sword (barring it being thrown) no matter how much they swung it. There were a few issues with this particular ability. Originally, it worked much differently. If you're confused by the current method, the old way would have put you in the looney bin. And the second thing is that most of the early characters with Melee Reach were the monsters that are sticking a claw or whatever out to get you, and if they can reach you with their claw, you can reach something that can be equally "hurt". And then there's the idea that damage is an abstraction. Han Solo can't literally be hit by 8 stormtrooper blaster shots and be okay. So things like fatigue and morale are factored in. So Riposte is also an abstraction that doesn't mean the character necessarily needs to be reached. Perhaps their fighting style is just making it more difficult than usual and that manifests as "damage" in some sense in the cases where the direct physical bit doesn't work as well. Put that all together, and when we realized that the old Melee Reach rules just were not working, and we wanted a simple alternative, the "everything adjacent" was the least objectionable interpretation that still fit with what is written on the cards. SWM History Class dismissed. Very well articulated. I will add to this slightly. Originally SWM, being a fast and fun method figured a lot of a figures ability to defend themselves into their, well, defense. As power creep has set in and the desire on the part of WOTC to incorporate more SW RPG elemements into the game, many characters still had high defense ratings and then got defensive abilities on top of that, i.e. evade, riposte, block, reflect, and all the other things added to SWM along the way. This was an attempt to keep "hero" characters more heroic I suppose.
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